Hello there fellow Wituz'ers.
Today I'll be talking about something related to the game, A Snail Tale, which is in development at the moment. If you don't know about it, be sure to check it out at http://asnailtale.com.
The blog will now be updated each week. Lots of good content will be coming out here.
When that's said, let's jump straight to the combo's.
I am supposed to write a combo system for A Snail Tale, and I'm going to let you in on how the structure of it probably is going to be like.
So first, what is a combo?
Well, in a fighting game, combos are combinations of key pressed within a time interval. If you press the right keys, you'll maybe get the player to throw the enemy, or to summon a dinosaur, or whatever your crazy fantasy can imagine.
Today I'll be talking about something related to the game, A Snail Tale, which is in development at the moment. If you don't know about it, be sure to check it out at http://asnailtale.com.
The blog will now be updated each week. Lots of good content will be coming out here.
When that's said, let's jump straight to the combo's.
I am supposed to write a combo system for A Snail Tale, and I'm going to let you in on how the structure of it probably is going to be like.
So first, what is a combo?
Well, in a fighting game, combos are combinations of key pressed within a time interval. If you press the right keys, you'll maybe get the player to throw the enemy, or to summon a dinosaur, or whatever your crazy fantasy can imagine.
So by using combos, you can expand the current set of keys, and make the game even more fun and advanced. That sounds sweet. Let's grab an example for those of you who still don't know what a combo is.
To make the player DOUBLE JUMP he needs to press the X key twice within a half seconds. The structure of the combo would be something like:
Listen for the key X ->
Make the player jump. Start a timer ->
Listen for the key X ->
If the timer is less than 0.5, make the player jump again.
That's easy to use if you only need one combo. But what if you need 10.000 combos?
Always think in universal ways when programming. No exceptions.
On monday, in the next week, we will make a universal combo system.
Afterwards, we will implement it in Unity.
And I'll show you a scene from A Snail Tale.
To make the player DOUBLE JUMP he needs to press the X key twice within a half seconds. The structure of the combo would be something like:
Listen for the key X ->
Make the player jump. Start a timer ->
Listen for the key X ->
If the timer is less than 0.5, make the player jump again.
That's easy to use if you only need one combo. But what if you need 10.000 combos?
Always think in universal ways when programming. No exceptions.
On monday, in the next week, we will make a universal combo system.
Afterwards, we will implement it in Unity.
And I'll show you a scene from A Snail Tale.